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Author Topic: Insane Difficulty  (Read 8004 times)

Deon

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Re: Insane Difficulty
« Reply #75 on: April 08, 2009, 09:12:50 am »

About crashes: I had a problem in my Dwarf Fortress Complete mod with a ghost. It crashed the game. A simple creature. I had other similar creatures but they didn't crash and there was nothing special about him. I've put it in a bug thread and Toady couldn't find an answer, so it was lost in time.

What I am trying to say: DF can be crashed by ANYTHING with no apparent reason. Only step-by-step tests may reveal the problem.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Tigershark13

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Re: Insane Difficulty
« Reply #76 on: April 08, 2009, 12:38:17 pm »

these arn't quite as good as the demon...however, my not entirely well tested kobolds!

Spoiler (click to show/hide)

they're somewhat deadly :D the flamethrowers funny too :P
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Eagle

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Re: Insane Difficulty
« Reply #77 on: April 08, 2009, 03:49:25 pm »

You might want to add [FIREIMMUNE] to that, as [FIREIMMUNE_SUPER] makes them think they're magma proof, and they'll run straight for lava. You also might want to add [MULTIPLE_LITTER:RARE] to them, to avoid setting the world on fire constantly.

Tigershark13

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Re: Insane Difficulty
« Reply #78 on: April 08, 2009, 06:34:06 pm »

hmm... alright will do, but I think the setting world on fire constantly bit is funny :P
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Zaius

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Re: Insane Difficulty
« Reply #79 on: April 08, 2009, 06:39:25 pm »

Perhaps a goblin deity would suffice?

Something with a serious damage block, 10 maybe?, but more importantly, SPEED:1. give it building destroyer and trapavoid and it is ~almost~ unstoppable.
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Eagle

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Re: Insane Difficulty
« Reply #80 on: April 08, 2009, 06:56:13 pm »

[DAMBLOCK] isnt always effective; for kicks, i once gave something like 1000000 damblock to dwarves. They got torn apart by batmen.

Raz

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Re: Insane Difficulty
« Reply #81 on: April 08, 2009, 07:35:09 pm »

That's probably because 65535 is the highest number which can be represented by an unsigned 16 bit binary number. Therefore, variables over 65535 will probably not be recognised in the raws.
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Eagle

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Re: Insane Difficulty
« Reply #82 on: April 08, 2009, 07:39:30 pm »

Hmm, forgot about that. Stupid binary. And i exaggerated, looking back, it was 10,000. Still got killed in like 2 hits.

woose1

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Re: Insane Difficulty
« Reply #83 on: April 08, 2009, 07:39:55 pm »

Actually, it would turn to a negative number.

So your dwarves had -45000 damblock.
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Eagle

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Re: Insane Difficulty
« Reply #84 on: April 08, 2009, 07:45:00 pm »

..........i really need to go read up on binary/coding again....

sonerohi

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Re: Insane Difficulty
« Reply #85 on: April 09, 2009, 09:01:40 pm »

If it hasn't been mentioned, those corpses that explode into burning and freezing gases simultaneously. Also, everything is a Elepant-spirit of fire-carp-unicorn hybrid. That flies.
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I picked up the stone and carved my name into the wind.

JoshuaFH

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Re: Insane Difficulty
« Reply #86 on: April 09, 2009, 09:05:14 pm »

Not abandoning this! I just have alot on my plate right now, so I want more feedback and when I get back I'll be a death-dealing mod machine!
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JoshuaFH

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Re: Insane Difficulty
« Reply #87 on: April 10, 2009, 11:15:29 pm »

Alright, I looked at the Plant file and made the growth for all underground plants 800, and decreased the clustersize of every plant to 1. That should throw a wrench into the whole food scenario.
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Vucar Fikodastesh

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Re: Insane Difficulty
« Reply #88 on: April 11, 2009, 07:47:29 am »

Well, clustersize only affects the number of plants you get from trading and gather from herbalism. The number you harvest when farming is hardcoded.
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

JoshuaFH

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Re: Insane Difficulty
« Reply #89 on: April 12, 2009, 10:45:24 pm »

Anyway, I still hate farming. With burning passion. Can I make it so that dwarves still have plants on embark, but the player can't grow subterranean plants?
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